An unlikely "Superhero" Request

Loonook

First Post
Forum,

I've been thinking a lot lately about introducing a thieve's guild whose leader is actually a mook-in-disguise. The actual power behind the throne is an enormous slab of meat with a great reservoir of intellect, who serves as his false leader's bodyguard. I started thinking of this man with a hellacious form, pure muscle, who has the intellect to manipulate an entire guild into believing in his leadership shell game.

Then, my poor battered brain thought about it...

Kingpinm.png


I believe I found my muse :D.

So rather than having us go into the whole argument we have occasionally about a Batman or a Magneto, let us see what we can do with this.

Let's map out the Kingpin!

His posted abilities, per Wikipedia:

Genius-level intellect
Exceptional martial artist
Expert strategist and tactician
Great physical attributes, including increased physical strength

He isn't superhuman in any way, but he is definitely a bit of a baddy. I use my standard 4d6DL Reroll ones and was blessed with the following stats to work with:

16 16 16 10 9 13

The character will be ECL 9, and I would like to keep him in a Lawful Evil mode (no Barbarian rages, as it isn't his style, and he is definitely an 'ends justify the means' sort). So I wanna see how YOU, the ENWorld crew, would build such a beast of a man. More than likely he would be encountered in a medieval version of a crisp suit, though it is not unheard of for Kingpin to wear armor beneath his suit (or perhaps a Glammered suit of armor?) Really the sky is the limit.

Extra Points for anyone who can take the E6 route, with a Fisk who is a 6th level SOMETHING with 15 extra feats :eek:. Happy hunting, will check back in to see if anyone can help my sore head.

Slainte,

-Loonook.
 

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Unless I'm designing a PC, I don't use die rolls when modeling something after a literary character. I give them the stats they need. I say that because the Kingpin isn't just strong, smart and dexterous, he's charismatic and tough. And he definitely knows how to play the long, long game. IOW, he's at least above average in every D&D stat.

As for class...well, given that there is almost nothing supernatural about him, I'd say he's a straight fighter- maybe PsyWar for some of his more outlandish abilities (like his toughness)- built towards unarmed combat.

I might have him wearing elven chain, but not much more.

And there is a non-monk PrCl that lets you Flurry in armor..use that or Kensai.
 
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Forum,

I've been thinking a lot lately about introducing a thieve's guild whose leader is actually a mook-in-disguise. The actual power behind the throne is an enormous slab of meat with a great reservoir of intellect, who serves as his false leader's bodyguard. I started thinking of this man with a hellacious form, pure muscle, who has the intellect to manipulate an entire guild into believing in his leadership shell game.

Then, my poor battered brain thought about it...

Kingpinm.png


I believe I found my muse :D.

So rather than having us go into the whole argument we have occasionally about a Batman or a Magneto, let us see what we can do with this.

Let's map out the Kingpin!

His posted abilities, per Wikipedia:

Genius-level intellect
Exceptional martial artist
Expert strategist and tactician
Great physical attributes, including increased physical strength

He isn't superhuman in any way, but he is definitely a bit of a baddy. I use my standard 4d6DL Reroll ones and was blessed with the following stats to work with:

16 16 16 10 9 13

The character will be ECL 9, and I would like to keep him in a Lawful Evil mode (no Barbarian rages, as it isn't his style, and he is definitely an 'ends justify the means' sort). So I wanna see how YOU, the ENWorld crew, would build such a beast of a man. More than likely he would be encountered in a medieval version of a crisp suit, though it is not unheard of for Kingpin to wear armor beneath his suit (or perhaps a Glammered suit of armor?) Really the sky is the limit.

Extra Points for anyone who can take the E6 route, with a Fisk who is a 6th level SOMETHING with 15 extra feats :eek:. Happy hunting, will check back in to see if anyone can help my sore head.

Slainte,

-Loonook.
As Dannyalcatraz has said he is a bit of unnaturally tough, strong, dexterous..etc yet natural character so for him to be exactly like him is unlikely, but I can give you some pointers for a good character that will fit your theme. I say start with human but look at the Draconic creature(Races of Dragon) template. It does have a LA+1 but it gets boosts in all the right places and you are dragon blooded. I say the stats should be str.16, dex 9, con. 16, int. 16, wis 10, and cha 13. Jotunbrud fits your theme making him harder to be affected by abilities based upon size. The Marshal(Miniatures Handbook) learn and project auras that benefit allies in specific areas equal to your charisma modifier+x(additional bonuses for the class). The Dragon Lord(Dragon Magic) actually continues these and you can get draconic auras as well as some other teamwork goodies. As for another base class I suggest a Warblade, they get various bonuses with intelligence as well access to manuevers including White Raven. You could also dip in monk for some bonus feat goodness and round out unarmed damage with superior unarmed strike, with INA and fang ring at level 16 you would be dealing 4d6.
 
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They have that racial Stomp ability which is thematically consistent.

As for why they are Psionic, it's because they originated in the DarkSun setting, in which everyone is Psionic.
 

If you really want to mess with the players, I say make him a Dwarf Aristocrat or Wizard. Most players assume Dwarves are the good guys who fight and drink. Very few people are quick to assume that Dwarves are (or even can be) mages, let alone have gobs of Intelligence-based skills.

And don't make him a Duergar, obviously. ;)
 
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Unarmed Swordsage 6

Maneuvers Known:
Level 1
-Counter Charge
-Mighty Throw
-Sapphire Nightmare Blade
-Moment of Perfect Mind
-Charging Minotaur
-Sudden Leap
-Wind Stride
Level 2
-Baffling Defense
-Action Before Thought
Level 3
-Devastating Throw
-Mind Over Body

Stances:
Level 1
-Step of the Wind
-Bolstering Voice
Level 3
-Pearl of Black Doubt

Setup feats all around things that give him surprise advantage in combat. All his Maneuvers are set up to make him effective in surprising opponents in combat.
 
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So I have been thinking of the build a bit, and realizing that you get so many extra feats for an E6+3, I think I have a pretty competent "end boss" for this thieve's guild brawler.

Straight Human Fighter 6 (the best possible for the Capstone Martial Fighter). He bears a Belt of the Nine Sages, which is just a monk's belt offering the benefits of a Swordsage's AC bonus (allowing him to wear Light Armor and get his little AC bump). For his sheer size the Jotunbrud feat from Races of Faerun (kind of a weaker 'big build' from the Half Giant, but still treats him as Large). Elven Chain for the little bit of AC boost, but really excels in his nice boosts.

ACF - Thug and Dungeoncrasher (lose Armor options and 2 feats). Now with that we get the ability to have some useful leader skills (bluff and Gather Information, let the plebs pick locks), a higher skill point set, and then there's Dungeoncrasher. With his Gauntlets of Ogre Power he'll have a standard of 19 Strength, with the ability to bump it through his henchmen or other boosts.

(+Improved) Power Attack, Knockback... Now he has the ability to use any Power Attack to cause a free Bull's Rush where he doesn't move with the opponent. Due to his 'boss' abilities I will make a hard ruling allowing the Dungeoncrasher ability to hit with these... dealing 8d6*3str when he successfully bashes someone against a wall. Improved Bull Rush and Grapple to allow for the Kingpin's signature 'bear hugging' attacks:

Kingpin_bearhug.jpg


I've also thought about the fact that technically he can gain Martial Manuevers up to level 2 through the various Martial feats... But cannot pick the best for him as a grappler/knockback beast of a man. He's going to be able to really batter the PCs with good Bull Rush tactics and opposed Strength checks in comparison (a 19-21 strength will be pretty high in the game due to its E6 nature). Toughness and Improved Toughness Feats will be used of course, along with save boosts. He also is a


I have been thinking of his 'arena', where the PCs were to actually have the battle with him, and was thinking of the arena setup. A good amount of barriers and walls to take advantage of the Crasher effect, and a group of mooks (CR 2-3) for the PCs to fight. I have thought of these being Minions who the Bull can 'throw' towards his opponents, killing the minion and dealing 4d6 + Str damage (the lesser form of Dungeoncrasher) to have a 'ranged attack' of some sort :D or just using Fling Ally/Enemy for similar results.

I mean, his Bull Rush would be (4 (strength) + 4 (IBR) + 5 (KB) ) +14, though the idea of the ability to Focus and use his fists as a two-handed weapon for one attack in lieu of two attacks would allow for +19 for the Bull-Rush attempt... not insurmountable but definitely a fierce combat without any boosts.

I have been thinking that the party will encounter him in the midst of battle in the Guildhall's basement, protecting his guild's dark inner circle as they attempt to summon up a powerful devil who the Guild has been enthralled to through his 'sons', two Skulk rogues who the Party tangled with shortly before this, and who have granted the Kingpin with their backing.

So any suggestions for the basement and its accouterments?

Slainte,

-Loonook.
 
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Kingpin's greatest power is his ability to lead and control his network of operatives. He needs a class with Connections and Favours. While he may be a tough combatant, that is not what makes him a dangerous villain. He needs the Leadership feat more than anything else...
 

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